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번역 관련 문제 보고
I'd rate your maps, on a scale of 1 to 10, a -5. Sloppy, unaligned and improperly chosen textures, and you can't even do a Minecraft-type map right; import the textures and get the scaling right. You clearly have not abided by the aesthetic rule, in that if the aesthetics are not pleasing to the refined eye, don't release it.
Don't release ANYTHING until it's near bug-free and has pleasing aesthetics. Otherwise the disapproval of many professional mappers will be upon your work.
https://developer.valvesoftware.com/wiki/Level_Design_Introduction_(Portal_2)/Getting_Started
I should really get back to working on Pt. 3...
If you want some real, good-quality maps, Hammer's the way to go.
The PTI editor is just a grid-based clean-themed chamber maker, which is quite dull.
Just a thought.
I want to see the next few maps...
Try my map?
http://www.steamcommunity.com/sharedfiles/filedetails?id=148426441
The problem is that a bunch of points are legit feedback and they get pointed out as not being a problem. I'm an experienced hammer mapper and I'm just trying to hand you points which you can use to improve your mapping skills. If you want to get better at hammer it's important that you look critically to your own designs and listen carefully to feedback.
I am currently running a closed beta for my mod where some people play my maps and look at it critically. In the 15 maps about 300 tiny issues were found. This can be texture alignments; models that were floating, an unintended solution and whatnot. I could say to all these points; meh, only minor points, but I would release a mod with 300 issues.
Instead I carefully note down all their feedback and fix the issues as soon as they're done playtesting. The next playtester will get a much better experience.
- I know it's designed to be simple, I think I haven't been too harsh here. I just say that the best way to teach one to play portal is to play the campaign.
- why do you use that lift?, the default instance is better looking in my opinion.
- I get your point with the x's
- Well I would've fancied something to look at in that minute I had to spent in the first room just derping about whilst the text was playing (ps: use scenes here instead of ambient_generics; that'll also give subtitles!
- It's a glitch indeed, deal with it indeed, go fix it! glitches aren't supposed to be in maps! :)
I am being crical to help you see some flaws in your maps that can be fairly easily fixed. This will make this map better and hopefully you've learned something from it which can make your next map even better!
- Secondly. It's meant to be a very simple test. Emphasis on SIMPLE.
- The elevators have no movies on purpose. Because they are simplified models I use that just consist of the func_details and the turbine props.
- The X's are loose placement guides. Freelancing a little.
- You don't need an info sign for something this simple.
- It's a glitch. Deal with it.
- Overall, don't be a bloody critic if you completely miss the point.
If a friends asks how to play portal?
Put them behind your computer and don't let them go until they finished the entire portal 2 game.
I played with sound off and I waited a long time before the freaking door opened, no idea why.
As for the mapping;
-it doesn't look like a full compile
- there are some cubemap issues
- the elevator movies are broken
- there are x's but no placement helpers there.
- there is no info sign
- the exit elevator is non-solid?!
etc etc etc... all in all a bad map, regardless of the audience you're aiming at. Sorry thumbs down
1. I go to elevaton
2. I stay on elevaton, not in elevaton
xD
5/5 rate map :)